How to read the move data

Damage is the move's effective level 1 base before the partner attack multiplier, type effectiveness, critical hits, and run effects. Cooldown is measured in seconds before player cooldown modifiers. Geometry uses the game's world-coordinate units.

Melee definitions receive a source-defined runtime normalization before play. The table shows those effective values while the expanded record explains that the literal source value differs.

Every move has four behavior-family upgrade steps after level 1, reaching a normal maximum at level 5. Multiplicative fields include damage, cooldown, speed, radius, duration, amount, arc, width, spread, lifetime, size, and turret rate. Count, pierce, and stacks are additive.

Only the active slot fires automatically. Bonded moves in that slot can fire together, but learning several moves does not make every slot attack at once.

Move database

Search English or source names, combine type and behavior filters, and sort in either direction. Each #move-id anchor opens its details.

64 moves

MoveTypeBehaviorDamageCooldownMax levelEvolutionDetails
Tackletackle Normal melee 16 0.5 s 5 Take DownVigor
Quick Attackquick-attack Normal dash 20 0.75 s 5 Extreme SpeedSprint
Swords Danceswords-dance Normal buff Not applicable 0.85 s 5 None
Agilityagility Normal buff Not applicable 0.85 s 5 None
Hardenharden Normal buff Not applicable 0.85 s 5 None
Emberember Fire projectile 18 0.52 s 5 Fire BlastPower
Flamethrowerflamethrower Fire cone 7 0.7 s 5 OverheatReflexes
Fire Spinfire-spin Fire orbit 14 0.3 s 5 Sacred FireSynthesis
Heat Waveheat-wave Fire nova 13 1.25 s 5 EruptionVigor
Water Gunwater-gun Water projectile 14 0.44 s 5 ScaldPower
Bubblebubble Water nova 9 1 s 5 SurfSprint
Hydro Pumphydro-pump Water beam 29 1.5 s 5 Hydro CannonPower
Aqua Ringaqua-ring Water buff Not applicable 0.9 s 5 None
Vine Whipvine-whip Grass melee 19 0.62 s 5 Power WhipPower
Razor Leafrazor-leaf Grass boomerang 10 0.9 s 5 Leaf StormReflexes
Petal Blizzardleaf-storm Grass orbit 14 0.26 s 5 Petal DanceSynthesis
Grass Knotgiga-drain Grass aura 9 0.55 s 5 Frenzy PlantVigor
Thunder Shockthunder-shock Electric projectile 13 0.4 s 5 ThunderPower
Dischargedischarge Electric aura 8 0.45 s 5 Electric TerrainArmor
Thunderboltthunderbolt Electric chain 21 0.95 s 5 Zap CannonReflexes
Confusionconfusion Psychic projectile 13 0.58 s 5 PsyshockReflexes
Psybeampsybeam Psychic beam 17 1.15 s 5 Future SightPower
Psychicpsychic Psychic nova 10 1.35 s 5 Expanding ForceMagnet
Sludgesludge Poison projectile 17 0.6 s 5 Sludge BombPower
Mud Shotmud-shot Ground nova 11 1.1 s 5 Earth PowerPower
Gustgust Flying orbit 13 0.26 s 5 HurricaneSprint
Wing Attackwing-attack Flying melee 17 0.55 s 5 Brave BirdPower
Body Slambody-slam Normal melee 36 0.95 s 5 Giga ImpactPower
Hyper Voicehyper-voice Normal nova 12 1.15 s 5 UproarReflexes
Poison Stingpoison-sting Poison projectile 8 0.34 s 5 Poison JabSprint
Toxictoxic Poison trail 6 0.3 s 5 Poison GasSynthesis
Bulldozebulldoze Ground aura 11 0.7 s 5 EarthquakePower
Bug Bitebug-bite Bug melee 13 0.42 s 5 X-ScissorPower
String Shotstring-shot Bug mine 14 1.1 s 5 Sticky WebReflexes
Bug Buzzbug-buzz Bug aura 8 0.45 s 5 SwarmSynthesis
Rock Throwrock-throw Rock projectile 24 0.7 s 5 Stone EdgePower
Rock Sliderock-slide Rock meteor 21 1.3 s 5 Stealth RockReflexes
Ice Beamice-beam Ice beam 20 1.1 s 5 BlizzardPower
Powder Snowpowder-snow Ice aura 8 0.55 s 5 Icy WindSprint
Karate Chopkarate-chop Fighting melee 22 0.5 s 5 Close CombatPower
Aura Sphereaura-sphere Fighting projectile 17 0.62 s 5 Focus BlastReflexes
Licklick Ghost melee 14 0.48 s 5 Shadow PunchPower
Shadow Ballshadow-ball Ghost projectile 19 0.66 s 5 Phantom ForceReflexes
Dragon Ragedragon-rage Dragon beam 24 1 s 5 Draco MeteorPower
Dragon Dancedragon-dance Dragon buff Not applicable 0.7 s 5 None
Fairy Windfairy-wind Fairy nova 11 1 s 5 MoonblastPower
Dazzling Gleamdazzling-gleam Fairy aura 9 0.5 s 5 Misty TerrainSynthesis
Metal Clawmetal-claw Steel melee 18 0.5 s 5 Iron HeadPower
Flash Cannonflash-cannon Steel beam 23 1.05 s 5 Steel BeamArmor
Bitebite Dark melee 17 0.45 s 5 CrunchPower
Dark Pulsedark-pulse Dark nova 14 1.15 s 5 SnarlSprint
Night Shadenight-shade Dark aura 9 0.5 s 5 NightmareSynthesis
Bonemerangbonemerang Ground boomerang 16 0.95 s 5 Bone RushPower
Psycho Cutpsycho-cut Psychic boomerang 9 0.8 s 5 Psychic FangsReflexes
Spikesspikes Ground mine 18 1.2 s 5 FissurePower
Toxic Spikestoxic-spikes Poison mine 11 1.1 s 5 Gunk ShotSynthesis
Hailhail Ice meteor 18 1.2 s 5 AvalancheReflexes
Meteor Mashmeteor-mash Steel meteor 34 1.4 s 5 Magnet BombPower
Will-O-Wispwill-o-wisp Fire turret 15 3.5 s 5 InfernoReflexes
Substitutesubstitute Normal turret 14 4 s 5 Double TeamArmor
Aerial Aceaerial-ace Flying dash 18 0.75 s 5 AcrobaticsSprint
Flame Wheelflame-wheel Fire trail 10 0.28 s 5 Flare BlitzSprint
Bubble Beambubble-beam Water cone 6 0.65 s 5 Aqua TailPower
Hexhex Ghost chain 17 0.9 s 5 PoltergeistMagnet

Why simple DPS is not published

A move with several projectiles can hit one enemy once, several enemies once, or the same target through a behavior-specific re-hit rule. Aura, orbit, chain, mine, meteor, turret, trail, cone, and status moves add more timing and targeting differences. Publishing damage / cooldown as a universal DPS number would hide those omissions.

Safe comparison
Compare source damage and cooldown only among moves whose behavior and hit assumptions are similar.
Not included
Partner attack, type matchups, criticals, upgrades, statuses, target count, reach, and player positioning.

Frequently asked questions

Why is there no universal DPS column?

Damage divided by cooldown would ignore projectile count, repeated hits, range, pierce, targeting, status effects, type effectiveness, critical hits, and behavior-specific timing. The page shows the source fields without labeling that incomplete ratio as real DPS.

Are the displayed damage and cooldown final values?

No. They are effective level 1 move values before the partner attack multiplier, run upgrades, type effectiveness, critical hits, and other combat effects. Cooldown is also modified by the player's cooldown multiplier.

Why do some moves have no damage?

Five buff moves strengthen the player instead of directly damaging enemies. Their amount, duration, stack, and affected-stat fields appear in the expanded details.

Does every damaging move evolve?

The fixed snapshot contains 59 evolution paths across 64 moves. Buff moves do not evolve. Open a move to see whether a path exists and which run-stat card it requires.

Data source

Move definitions, behavior ladders, runtime melee normalization, and evolution modifiers come from js/data/moves.js. Automatic execution comes from js/systems/combat.js and active-slot behavior from js/entities/player.js in the same pinned commit.